Events & Emergencies
Updated:
Timed emergencies that can interrupt a shift — what triggers them, the clock you're racing, and how to resolve before the consequence lands.
- ✅ verified
Ambulance Event
6+ patients arrive simultaneously starting Shift 4 — Dr. Harlow announces an anomaly attack. Recurring every 5 shifts. Bonus cash on successful completion.
- ✅ verified
Critical Patient
Per-arrival timer attached to one patient during ambulance waves — 100-120 seconds to bed and stabilise. Sometimes 60s. Triggers every 4 shifts, common during Ambulance Events.
- ✅ verified
Death Ritual
Patient levitates surrounded by ritual candles. Multiple cancel paths: kick candles (1-3 sanity each), tase patient (no sanity loss), or apply Eyedrops/IV Drops/Coffee. Source discrepancy on timer: Fandom 40s, Destructoid 60s, older Sportskeeda 30s.
- ✅ verified
Fire in Room
Treatment room ignites — drains -1 sanity/second while burning. New patients entering faint immediately; patients entering WITHOUT fainting reveal as Skinwalkers.
- ✅ verified
Monster Eating Patient
Bed Monster grabbed a patient — 30 seconds before the patient is consumed. Maple Syrup is the documented counter.
- ✅ verified
Monster Emerging (Tendril / Surgery Monster)
Purple monster emerges during patient recovery in Room 8 — 45 seconds. Complete the surgery mini-game to save the patient. Tasing or shooting kills the patient and requires restart.
- ✅ verified
Patient Fainted
Emergency carry — 60s to get the fainted patient to a designated bed. Triggers: check-in stress, fire contact, gunshot. Trash-disposal is a documented bug (counts as false death).
- ✅ verified
Patient on Fire
Burning patient sprints through the hospital — 60 seconds to extinguish. Fire Extinguisher is the one-shot fix; Ointment is the manual fallback. Can potentially be an anomaly.
Emergencies Start at Shift 3
Per the Pro Game Guides emergencies guide, the timed-emergency system unlocks at Shift 3. Before that, your shifts are mostly intake + treatment loops. Once Shift 3 hits, expect interruptions at random — and every emergency has its own clock. Knowing the timer for each one is the difference between handling and panicking.
Six Timed Emergencies — Decoded
| Emergency | Timer | Verified Counter | |---|---|---| | Patient on Fire | 60s | Fire Extinguisher (fastest), or manual stop + Ointment | | Patient Fainted | 60s | Carry to designated bed (timer stops on placement) | | Death Ritual | ~30-60s* | Extinguish all candles OR defibrillate patient | | Critical Patient | 100-120s | Full treatment chain — bed alone isn't enough | | Surgery Monster (Tendril) | 45s | Complete the Room 8 surgery minigame | | Monster Eating Patient | 30s | Maple Syrup to the Bed Monster site |
*The Death Ritual timer is reported as 30s by Sportskeeda and 60s by Destructoid — patches may have changed it; treat 30s as the safe planning number.
Sources: Pro Game Guides emergencies, TechWiser events, Sportskeeda Death Ritual guide.
Ambulance Surges and the Triage Order
Ambulance arrives at Shift 4 and re-fires every fifth shift after. The chaos is real — six or more patients arrive near-simultaneously, all needing intake and most needing treatment immediately. The triage order most experienced players use:
- Burning patients first — 60s timer is the tightest
- Critical Patient timers — 100-120s but needs full treatment, not just bed
- Skinwalker conversions from any anomaly admitted in the panic — handle as combat
- Stable admissions — last
The trap is treating ambulance as "the same as a normal shift but faster". It isn't. The unique mechanic is that multiple emergencies can stack on top of each other within the surge — Fire-in-Room + Patient Fainted + Critical Patient at once is plausible.
When Two Events Cascade
A burning room can knock patients into the fainted state, which then becomes its own carry emergency. A monster spawn (Monster Emerging) inside a treatment room creates two clocks: the in-progress treatment AND the new hostile. Most cascades are predictable if you handle the fire-tier hazards first.
The pattern: resolve the hazard that's still actively damaging things first, then the one that's just on a timer.
Tools You Should Have Ready Before Shift 4
If you're not stocked by the end of Shift 3, ambulance will catch you unprepared. The minimum loadout:
- Fire Extinguisher — handles Patient on Fire and Fire-in-Room
- Maple Syrup — handles Bed Monster events
- Coffee — sanity restore between events
- Large Speed Cola (if you can afford it) — transit between cascading events
The Shop Upgrades page covers the permanent purchases that compound on top of these consumables.
FAQ
What's the difference between an event and an emergency? Both are interruptions. Emergencies have hard timers — fail them and a patient dies. Events are looser (Fire in Room can burn indefinitely but ticks sanity, Ambulance is a surge with no single timer).
Can multiple emergencies fire at the same time? Yes, especially during Ambulance. The triage order above is how to decide which one to handle first.
Does the Death Ritual timer reset if I extinguish some candles? No — the timer keeps running. You have to extinguish all candles within the window, or defibrillate the patient as a faster cancel.
Why is Critical Patient harder than other emergencies? Most emergencies stop when you take the first correct action (lay patient down, extinguish fire). Critical Patient requires the full treatment chain — diagnose, fetch correct item, apply, monitor — all within 120 seconds.
Do emergencies appear in solo runs? Yes. The system is shift-based, not player-count-based. Solo runs from Shift 3+ get the full emergency rotation.